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1
Playmaker Help / Re: Making a BuildNavMesh custom action.
« on: September 18, 2017, 01:48:45 AM »
Hi jean,

Thanks for all of your hard work with playmaker! I am using Unity 5.6.3f1.

The documentation and components are here https://github.com/Unity-Technologies/NavMeshComponents .

I don't know why this is not included with Unity, it is so much better than the default Navigation and it has been demo'ed by Unity at many offical gatherings and on official youtube, but it is hidden away on github! I would expect it to be at least on the asset store with the rest of the free official Unity stuff, but it is not.

2
Playmaker Help / Re: Making a BuildNavMesh custom action.
« on: September 16, 2017, 02:19:07 PM »
Thanks a lot, it seems to work just fine :) I'd recommend this to go on the Ecosystem, I am sure many other people would find having a dynamic navmesh useful!


3
Playmaker Help / Making a BuildNavMesh custom action.
« on: September 16, 2017, 11:44:44 AM »
The current Unity Navigation component on github allows for rebuilding the navmesh at runtime, it works fantastic with the example projects and works in my project too if I use the script they provided, the problem is that the script they provided triggers a navmesh rebuild only when "Fire1" is pressed, I want it as an action that I can get my FSM's to trigger when I need it, in my case, it is when a building is created. As far as I can tell there is not a Playmaker action yet supporting any of the new Unity Navigation component features.

I've tried copy and pasting bits of the script into a custom FSM but I just get errors or nothing happens, I don't know how to code at all, so I am not having much luck!

The BuildNavMesh script provided by unity is:

Code: [Select]
[DefaultExecutionOrder(-100)]
public class NavMeshBaker : MonoBehaviour
{
NavMeshSurface surface;


void Start()
{
surface = GetComponent<NavMeshSurface> ();
surface.BuildNavMesh ();
}

void Update()
{
if (Input.GetButtonDown ("Fire1"))
surface.BuildNavMesh ();
else if (Input.GetButtonDown ("Fire2"))
surface.RemoveData ();
}
}

If anyone could help me turn this into a simple action which just activates the BuildNavMesh and then "finished" the action, it would be of great help!

Thanks!

4
Playmaker Announcements / Re: Unity 5.6 Beta Patch
« on: March 27, 2017, 11:40:07 AM »
Thank you for the patch. Will we be getting a full 5.6 compatible version of playmaker at some point ? I am about to start a new project in 5.6 RC1 and using a patched version playmaker does not give me full confidence (even though I am sure it is fine)

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